不废话,直接上代码:
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 5;
// 创建一个辅助帧缓冲区(Framebuffer)用于渲染
const rtWidth = window.innerWidth;
const rtHeight = window.innerHeight;
const renderTarget = new THREE.WebGLRenderTarget(rtWidth, rtHeight);
const quadMaterial = new THREE.MeshBasicMaterial({ map: renderTarget.texture });
const quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), quadMaterial);
const rtScene = new THREE.Scene();
rtScene.add(quad);
function animate() {
requestAnimationFrame(animate);
// 更新渲染目标尺寸
const distance = camera.position.z - cube.position.z;
const scaleFactor = THREE.MathUtils.clamp(1.0 - distance * 0.1, 0.1, 1.0);
renderTarget.setSize(rtWidth * scaleFactor, rtHeight * scaleFactor);
// 将场景渲染到渲染目标
renderer.setRenderTarget(renderTarget);
renderer.render(scene, camera);
// 将渲染目标渲染到屏幕
renderer.setRenderTarget(null);
renderer.render(rtScene, new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1));
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
}
animate();
在这个示例中,我们创建了一个辅助帧缓冲区(Framebuffer)用于渲染,并根据相机与立方体之间的距离动态调整其尺寸。随着距离的增加,渲染目标的尺寸会减小,从而降低渲染负担。
最后,我们使用一个全屏四边形(Quad)将渲染目标的纹理渲染到屏幕上。这里没有涉及自定义着色器,仅使用了Three.js提供的基础材质。
需要注意的是,这个示例仅适用于简单场景。对于更复杂的场景,可以考虑将自定义着色器与屏幕空间LOD技术结合使用。